using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace GermoMarsil
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        SpriteManager loading;
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Germi germi;
        

        public static int screenWidth = 800;
        public static int screenHeight = 600;
        public static KeyboardState previousKey;
        public static KeyboardState presentKey;
        Maailm tagaTaust;


        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            graphics.PreferredBackBufferHeight = screenHeight;
            graphics.PreferredBackBufferWidth = screenWidth;
            
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

 
            germi = new Germi(Content.Load<Texture2D>("downmovesheet"), new Vector2(150, 150),60,40 );

            tagaTaust = new Maailm(Content.Load<Texture2D>("Tagataust"), new Vector2(0, 0));
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
  

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            previousKey = Keyboard.GetState();
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();
                germi.Update(gameTime);

            // TODO: Add your update logic here
            presentKey = previousKey;
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            tagaTaust.Draw(spriteBatch);
            germi.Draw(spriteBatch);
            spriteBatch.End();
            base.Draw(gameTime);
        }
    }
}
